#version 450
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inUV;

layout(set = 0, binding = 0, std140) uniform TriangleUBO {
    mat4  transform;
    vec3  colorMultiplier;
    float time;
} ubo;

layout(location = 0) out vec2 vUV;

void main() {
    vUV = inUV;
    gl_Position = ubo.transform * vec4(inPos, 0.0, 1.0);
}